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Subject: Crazy combos!!! rss

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Dave Parsons
United States
Lewisville
Texas
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Before I start, I must say that the races and powers WERE shuffled prior to play.

4 player game

Player 1: Starts with Dragon master Halflings on the right side of the board to essentially cover his backside (first two conquests go from the side of the board to the lake in the middle.) He proceeds upward ending with the dragon protecting his front.

Player 2: Swamp skeletons start at the top left of the board for abundant swamps and easy kills for more skeletons.

Player 3: Paid through the nose for the newly turned over Fortified Trolls. Really? Do trolls need MORE fortification. Started at the bottom left of the board so most of their occupied spaces were mountain with troll cave and started putting on fortifications. Maintained 5-6 spaces, but added a fortification every turn. No one attacked...

Player 4: Underworld ghouls took over the bottom right of the board and a few underworld spots. However, on turn 2, Player 4 puts them in decline and goes with pillaging orcs on turn 3. Thats 3 coins per turn for each conquest. The halfling were counting on their backside being covered, but the orcs came plowing into the middle of them. Player 4 is getting huge cash from 2 active races and pretty much owns the right side of the board.


MID-GAME

Player one is caving fast to the orcs and picks up some spirit sorcerers entering on the left so that on the first turn, he can get a free sorcerer from an orc and one from a troll. Everyone is making sure the sorcerers can't get another one by fortifying or going into decline.
Player 2 goes for the Stout Amazons and comes in to decimate the halfling remnants. Still, no one goes in to get the trolls....
Player 3 isn't quite getting the amount of cash they want, so they put the trolls in decline. The troll lairs and fortifications stay...
In a blaze of glory, the commando (-1 attack) tritons(-1 attack near water) take over the upper left board. Even if weakly defended, most of the spaces are near water so it only takes 1 triton token to take it over. The tritons take 9 spaces with 10 tokens.

END-GAME
Player 1: The sorcerers are taking full advantage of the spread out active races and are getting 2 new tokens every round. 2 halflings left on mountains. The corcerers are really flourishing but time runs out.

Player 2:After a few turns the amazons go into decline and are replaced by Forest Wizards as the upper right of the board is ripe for the picking.

Player 3: even though the tritons are getting destroyed, they can pick up all nut one token each round and conquer new areas by the lake and sea with one token. Same amount of points, but they are wiping others off the map. Meanwhile, the trolls sit in their fortified lairs in the mountains unattacked.

Player 4: The ghouls are still holding their ground because the sorcerers can't trade a token with them (as they are in decline), but the orcs have 1 territory (everyone ganged up on them)and can't get any more (bad rolls) and if they decline, the ghouls would all go away. (cursing)

Game over:
Player 1: 68 points (surprised)
Player 2: 86 points
Player 3: 90 points (dang trolls)
Player 4: 92 points

Post game:
The ability to put the ghouls in decline on turn 2 but still use them was quite formidable as was the impregnable troll domains.

The commando tritons would be the best end game race, I think.

I eagerly await the opportunity for flying sorcerers:devil

Great game that was very close!!!
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Josh P.
United States
Tucson
Arizona
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Something like Fortified Trolls in mountains should never be allowed to happen. Similar to Cosmic Encounter, Small World players need to realize that not all the powers are balanced. If someone gets something too powerful, the other players need to ally to crush him. As the balance of power shifts, the alliances will change. A good player must see these changes coming and act rather than react in response to the developing situation.
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Mr. Culoman
Spain
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The other day some friends were playing and we found some interesting combos:

(I play the Spanish edition, hope to find the exact translation)

Commando Skeletons: -1 to attack any region. And Skeletons get 1 additional skeleton for each conquered region. And at each turn, the Skeleton player took ALL his skeletons back, and re-conquered his (now empty) regions at a cost of 1 skeleton each. He ended with almost all skeletons deployed.

Flying Sorcerers: You can use the sorcerers' ability against any region. Useful to harm other players.

Pillaging/ Merchant Orcs: Improve the orcs' ability

and a few more I can't remember.

After ending the game, we thought that Berserker Ratmen could be a nice one: rolling the die each attack, and with that amazing number of tokens...
 
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Dan Schaeffer
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Culoman wrote:
Commando Skeletons: -1 to attack any region. And Skeletons get 1 additional skeleton for each conquered region.


Well, that's not right. Skeletons get one extra Skeleton token for every two non-empty regions they conquer. So it's not one for one, it's one for two; and your friend's tactic of retaking empty regions to count toward the extra tokens was wrong.

Commando Skeletons are good, but they are not that ridiculous.
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Boris Dvorkin
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Culoman wrote:
Flying Sorcerers: You can use the sorcerers' ability against any region.


This is incorrect. You can only use the Sorcerers' ability against an adjacent region. Flying doesn't make every region adjacent to you; it just allows you to conquer any region. Subtle but important difference.

Underworld, however, does allow the Sorcerers to ensorcell adjacent cave regions, as the power explicitly makes all cave regions adjacent.
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Dan Schaeffer
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Boarass wrote:
Culoman wrote:
Flying Sorcerers: You can use the sorcerers' ability against any region.


This is incorrect. You can only use the Sorcerers' ability against an adjacent region. Flying doesn't make every region adjacent to you; it just allows you to conquer any region. Subtle but important difference.

Underworld, however, does allow the Sorcerers to ensorcell adjacent cave regions, as the power explicitly makes all cave regions adjacent.


No, you're wrong. Flying eliminates the adjacency requirement for conquests. The "zap" power is used to conquer a region; ergo, Flying eliminates the adjacency requirement for using the "zap" ability to conquer a region. Any region on the board except for seas, lakes or other blocked regions (e.g., halfling holes) is fair game for Flying Sorcerers.

This has been rehashed many times, and is noted in the FAQ here.
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